Dark Pact (English) [Pre-order] ***Q1 2026***
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106 boul. René-Lévesque Ouest, Quebec City
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To win the Dark Pact deck-building game, you must complete one of the game's thirteen Dark Pacts, each of which has a unique winning condition.
To set up, each player has a deck of ten cards, with cards that are either actions, treasures or multipliers. Players take turns clockwise until someone reaches a Black Pact: “Guardian” Black Pacts can remain in play, and if you ever meet their condition based on the cards you have in play, you win; “Instant” Black Pacts are played as an action, and if you meet their condition based on the cards in your hand, you win. (Alternatively, if the deck is exhausted, the player with the highest amount of Insight minus Curses wins.)
During a turn, you play an action from your hand, and an action can allow you to play additional actions; draw cards; earn supply cards; exile cards; and so on. Some cards attack opponents, and they may reveal a reaction card in response. The played cards remain in your playing zone.
Then you can buy cards, first by playing the treasures from your hand to gain piece. (Action cards played earlier might also have piece above.) You can purchase cards from the ten-card pool, as well as a card from your spellbook, which starts with three specific cards and to which you can add other cards during the game.
You can modify an action or treasure by playing x2 and x3 multipliers simultaneously. Multipliers affect all numbers on the action or treasure, whether for piece, curses, draws, actions, etc.
To end your turn, clean up, first by performing "cleansing" effects on played cards, then discarding all played cards (except those that may remain in play, like some dark pacts) and cards from your hand that you don't want. If necessary, draw to fill your five-card hand.
Dark Pact includes solitaire rules in which you face a bot that is trying to win in one of three ways.